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Everything posted by MrMeeb
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
The problem is that would go against the main motivation for the part. I'll probably make some scaled up wings using the cfgs and bundle them or something, so it's easier. Could make an alternate that's normal scale some time later down the road though. I just noticed my shuttles were too stubby, couldn't unsee it, and fixed it- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
It's about 3/4 of the size of a CRG 25 and, having tried that combo, it just looked too long, so yeah. I'm certainly gonna try Spacelab and it's tunnel pieces, but that doesn't mean you shouldn't or something. Maybe just bump it down to the bottom of the list, and I'll put it to the top of mine, and we'll see how mine turns out?- 2,351 replies
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Next question... Drag cubes; what are they and do I need to do anything with them. I ask this because I've copied the CRG-100's .cfg and noticed it has an entry for them, but I don't know how to calculate them
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
MrMeeb replied to cxg2827's topic in KSP1 Mod Releases
I actually vote for number 2, but having recently watched The Simpsons Movie, I couldn't resist -
In terms of FPS for animations, what kind do people go for? Or does it not matter? Mine just seem to look kinda choppy, and I did them at 30FPS Also, how do people recommend making colliders? I don't seem to have enough control of box colliders in unity, and mech colliders don't seem accurate enough, especially as they don't make this part hollow, even though it is
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I'll give that a go and see how it works Edit: Worked a treat! Thanks
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Next question: getting some funny shading on the radiators (the part I actually added) in game, and I'm beginning to think it's because I've used the 'smooth shading' in blender wrong, especially because the rest of the model is smooth-shaded. I can't quite describe it, but it behaves differently to the rest of the model in terms of shading. Any ideas?
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Thanks! Interestingly, the KSP bay is also a lot deeper than the original one (in terms of cargo capacity), which would explain why that pallet I showed a while back would touch the bottom of the actual shuttle, but not the KSP one. I guess it must be a lot more wiring and structural reinforcement. Edit: Trying it sure does look a bit odd (possibly a tad over-dramatic, but you get the idea) I'll probably send it over to you. Cfg editing would stretch textures, I think. Thanks for the offer! Edit 2: It's in the game! Scale is still slightly off, colours, are slightly too dark, and nodes need to be done, but yeah. Also, due to the added length, the stock wings-size wings aren't an option. Here, they are tweakscaled, and it mostly works. Probably will have quite a large impact on the amount of lift this thing has. I feel bad for posting my progress in this thread, but you are the people who would be bothered by this, and I don't think it's right to start a thread for one part: Might try normal and specular mapping the radiators, then I wanna make the shuttle's Ku-Band and the SpaceHab + Lab. Probably make a thread at that point- 2,351 replies
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Huh, seems to crash blender Worked just great. Thanks! Now to see if I can get the thing to actual show up in the game
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Right, okay. This might turn into more of a general 'help me' thread, as I'm going to pose another question. I animated my part in Blender, is it possible to import and use this animation in Unity?
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I think you'd be fine using more general Blender guides for Blender stuff, because you can then follow Beale's guide anyway when it comes to importing to Unity, if I understand it right
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
For the more observant shuttle pilots, I present you a little thing I've been working on for the past couple of days: a more accurate version of the shuttle cargo bay. It brings with it a couple of improvements, including radiators and a new animation, in which the doors open one at a time: However, the main reason I decided to make it will be explained in the picture: As you can see, the stock Mk3 part is too short! Currently busy installing Unity, so I can drag it into the game, kicking and screaming. Once I've done that, I'll make an extended version of the heatshielding (or make my own mini piece...not sure) and release it!- 2,351 replies
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Need a little help changing a part's appearance
MrMeeb replied to Foxster's topic in KSP1 Modelling and Texturing Discussion
I believe so, yes -
Need a little help changing a part's appearance
MrMeeb replied to Foxster's topic in KSP1 Modelling and Texturing Discussion
Well, technically, you don't need to have it as a .DDS, especially for testing purposes. I haven't actually got further than when I've told you just yet, so I don't know about exporting .DDSs in GIMP -
Need a little help changing a part's appearance
MrMeeb replied to Foxster's topic in KSP1 Modelling and Texturing Discussion
For opening .DDS files, I had the same problem with GIMP, so I add another step. I use an app called DDS Viewer to open them, and then it can save them in a collection of formats including .jpg and .png. I then import them into GIMP -
Hey guys, Really quick, nooby question here, but which version of Unity am I supposed to use? I read the forum guide, and it states 4.2.2, but I feel that is out of date, seeing as we are on 5 right now Cheers Edit: Updated title to turn this thread into one that I can use for general help
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Hey guys, Real random question, but thought I'd try asking here before going and joining other forums. Basically, I'm part of an organisation in which we need a way of chatting (text) in a group, but the nature of it means it would be nice for the chat to be moderated, with only certain people having the ability to add and remove people. Ideally, it would be able to run on iOS, Android and Windows phones, and be free. I'm fairly sure I've seen one around, but I just can't find it. Any suggestions welcome
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Having used TAC, and watched others use Kerbalism, it'd be hard to make a recommendation seeing as you haven't really mentioned what you're looking for. TAC simply does life support - as long as you've got food, water, oxygen and electricity you're golden. Kerbalism works in this way, but with many more aspects built into it as well - solar storms, crew sanity etc. If you're looking for realism in the purest sense, Kerbalism is the way forward. Otherwise, TAC. It's a good middle point. For streaming, I'd recommend TAC. With TAC, your missions will only fail by your mistake (not packing enough LS), meaning there will be less failure and as a viewer, I'd prefer to see success than constant failure for reasons out of your control. Kerbalism is certainly more likely to mess you up.
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[1.1.3] KSP Craft Organizer (VAB/SPH tags + craft searching)
MrMeeb replied to Ker_nale's topic in KSP1 Mod Development
This is something I've been looking for for a long while! What's the possibility of adding a folder structure? -
Pinging @sumghai and @cxg2827. They have both successfully implemented collidable docking guides
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Sweet! Noticed you removed CamFix. Will test when I can!
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MrMeeb replied to rbray89's topic in KSP1 Mod Releases
Okay, sorry! I'm not experienced in reading logs. Just thought I'd check, to rule out at least one option -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
MrMeeb replied to rbray89's topic in KSP1 Mod Releases
Have you made sure you've installed it correctly? In your GameData, there should be two folders for EVE: EnvironmentalVisualEnhancements and BoulderCo.